/Engine/Plugins/Editor/DisplayClusterLaunch/Source/DisplayClusterLaunchEditor/Public/DisplayClusterLaunchEditorProjectSettings.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=DisplayClusterLaunch, defaultconfig) class UDisplayClusterLaunchEditorProjectSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TSet<FString>
AdditionalConsoleCommands
You can specify additional console commands here to be executed after those of the Console Variable Preset are executed.
TSet<FString>
AdditionalConsoleVariables
DPCvars You can specify additional console variables here to be executed after those of the Console Variable Preset are executed.
bool
bCloseEditorOnLaunch
If true, the editor will be closed on session launch to optimize session performance.
bool
bConnectToMultiUser
If true, this command will attempt to connect to an existing session or create a new Multi-User session with the options specified in the Multi-User Editing project settings.
bool
bEnableStatNamedEvents
Enable support for Stat Named Events in Unreal Insights
bool
bEnableUnrealInsights
Whether or not to enable Unreal Insights for this session
TSet<FString>
CommandLineArguments
A list of command line arguments to append to the Switchboard command (e.g. messaging, fullscreen, handleensurepercent=0) Do not include the dash ("-") as this will be automatically added for you when calling the command.
FSoftObjectPath
ConsoleVariablesPreset
A Console Variables Asset to always apply to your launches.
FString
ExplicitSessionName
A specific session name to use when connecting to multi-user if bAutoGenerateSessionName is false.
FDirectoryPath
ExplicitTraceFileSaveDirectory
Where to store the Unreal Insights Trace Files.
FString
LogFileName
The name of the log file to which to write logs for the launched node.
TArray<FDispla...
Logging
Which logs to include and with which verbosity level